Conscripts are often described as a utility unit: they've got strong support abilities, they're durable and they're cheap to reinforce, but their combat power is pretty low compared to their counterparts in other factions.
I really like that 'toolkit squad' design, but in practice there's a problem: those utility abilites are locked behind 205 MP 35 FU worth of sidetech, and the equivalent Penal Troops abilities aren't.
That strongly encourages T1 to go all-in on Penal Troops. The saved manpower offsets the cost difference, and that 35 FU saved is a 35 FU faster T-70.
Wouldn't it be nicer to have mixed infantry rather than encouraging SOV to go all-in on one type?
There are two ways to reduce this disparity.
- Unlock some Conscript abilities from the sidetech.
- Lock some Penal abilities behind the sidetech.
Personally, I favour locking Penal Troops snares behind the sidetech, and unlocking Conscript Molotovs entirely.
The snare sidetech is a meaningful decision when Penal AT satchels aren't available: you exchange anti-tank utility now for delaying your next vehicle.
Unlocking the Molotov for free is a nice buff to the currently meh combat capability of Conscripts, but the munitions drain stops it buffing the PPSh Conscript build too much.
It's also a ninja buff to Tank Hunter Tactics, which'd then be the only way to skip snare tech without sacrificing snares.